Network-based game system and method
First Claim
1. A network-based game system comprising:
- a game processing subsystem for providing a virtual game environment in which player-controlled virtual game entities can move;
player devices for controlling virtual game entities; and
connectivity subsystems through each of which multiple players, each using a said playing device, can communicate with the processing subsystem to move associated virtual game entities and view game play in the game environment;
the processing subsystem being operative to associate each connectivity subsystem with a respective particular location in the game environment, and the system being such that each said particular location has at least one special game-play significance for a said virtual game entity associated with a player communicating with the processing subsystem via the corresponding connectivity subsystem.
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Accused Products
Abstract
A network-based game system is provided that includes a game processing subsystem for providing a virtual game environment in which player-controlled virtual game entities can move. Players communicate with the game processing subsystem via connectivity subsystems, such as wireless and wired LANs, that each permit access by multiple players. The processing subsystem associates each connectivity subsystem with a respective particular location in the game environment. Each such particular location has at least one special game-play significance for a virtual game entity associated with a player communicating with the processing subsystem via the corresponding connectivity subsystem; for example, the game entity may only be allowed to enter and leave the game at this location.
64 Citations
47 Claims
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1. A network-based game system comprising:
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a game processing subsystem for providing a virtual game environment in which player-controlled virtual game entities can move;
player devices for controlling virtual game entities; and
connectivity subsystems through each of which multiple players, each using a said playing device, can communicate with the processing subsystem to move associated virtual game entities and view game play in the game environment;
the processing subsystem being operative to associate each connectivity subsystem with a respective particular location in the game environment, and the system being such that each said particular location has at least one special game-play significance for a said virtual game entity associated with a player communicating with the processing subsystem via the corresponding connectivity subsystem. - View Dependent Claims (2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27)
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28. A network-based game system comprising:
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a game processing subsystem for providing a virtual game environment in which player-controlled virtual game entities can move; and
connectivity subsystems through each of which multiple players, each using a playing device, can communicate with the processing subsystem to introduce and move virtual game entities in the game environment;
the processing subsystem being operative to associate each connectivity subsystem with a respective portal location in the game environment and to cause a virtual game entity introduced by a player communicating via that connectivity subsystem to enter the game environment at the portal location.
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29. A network-based game system comprising:
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a game processing subsystem for providing a virtual game environment in which player-controlled virtual game entities can move;
player devices for controlling virtual game entities; and
connectivity subsystems through each of which multiple players, each using a playing device, can communicate with the processing subsystem to introduce, move and remove virtual game entities respectively into, within and from the game environment;
the processing subsystem being operative to associate each connectivity subsystem with a respective portal location in the game environment and to permit a virtual game entity to be engaged and disengaged only through the said portal location associated with the connectivity subsystem being used by the player currently associated with the entity, the processing subsystem including transfer-facilitation means for enabling a said game entity to be introduced via one portal location and removed via a different portal location.
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30. A method of implementing a network-based virtual game, in which:
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each connectivity subsystem used to connect players to a game processing subsystem is associated with a respective particular location in a game environment provided by the processing subsystem, and each said particular location is given at least one special game-play significance for a game entity associated with a player communicating with the processing subsystem via the corresponding connectivity subsystem. - View Dependent Claims (31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46)
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47. A method of implementing a network-based virtual game including the steps of:
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(a) associating each connectivity subsystem used to connect players to a game processing subsystem with a respective portal location in a game environment generated by the processing subsystem;
(b) restricting engagement and disengagement of a virtual game entity to be only through the portal location associated with the connectivity subsystem being used by the player currently associated with the entity; and
(c) enabling a said game entity to be introduced via one portal location and removed via a different portal location.
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Specification